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<a href="#pub-methods">Public Member Functions</a> &#124;
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<p><code>#include &lt;<a class="el" href="homography__shader__pass_8h_source.html">homography_shader_pass.h</a>&gt;</code></p>
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Collaboration diagram for flitr::HomographyShaderPass:</div>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a377c204a8a60af23101a1325eeb3f875"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a377c204a8a60af23101a1325eeb3f875">HomographyShaderPass</a> (osg::TextureRectangle *in_tex, bool read_back_to_CPU=false)</td></tr>
<tr class="memitem:a13ebb20b42912ce623f735a7a20a0526"><td class="memItemLeft" align="right" valign="top">&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a13ebb20b42912ce623f735a7a20a0526">~HomographyShaderPass</a> ()</td></tr>
<tr class="memitem:acd2dba712693174eeaff6bc7ced4966a"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Group &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#acd2dba712693174eeaff6bc7ced4966a">getRoot</a> ()</td></tr>
<tr class="memitem:af2be35b17307d16fb3416aea1529c60e"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr<br class="typebreak"/>
&lt; osg::TextureRectangle &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#af2be35b17307d16fb3416aea1529c60e">getOutputTexture</a> ()</td></tr>
<tr class="memitem:ae2f388bec40045a1d03c1ecd48c9bcf0"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Image &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#ae2f388bec40045a1d03c1ecd48c9bcf0">getOSGImage</a> ()</td></tr>
<tr class="memitem:ae79cd5bf0eecbfc139bd2f00d6eab999"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#ae79cd5bf0eecbfc139bd2f00d6eab999">setHomography</a> (const osg::Matrix in_homog)</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pri-methods"></a>
Private Member Functions</h2></td></tr>
<tr class="memitem:a1125472a1f97eb3139890940613d6813"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Group &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a1125472a1f97eb3139890940613d6813">createTexturedQuad</a> ()</td></tr>
<tr class="memitem:a5f59516dbf6594455c77b1cced11e8f6"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a5f59516dbf6594455c77b1cced11e8f6">createOutputTexture</a> (bool read_back_to_CPU)</td></tr>
<tr class="memitem:a9c06ec7eee7799acfcd92a69d4301567"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a9c06ec7eee7799acfcd92a69d4301567">setupCamera</a> ()</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2><a name="pri-attribs"></a>
Private Attributes</h2></td></tr>
<tr class="memitem:ac0033a8f7fa91e8273ea2945132c5f62"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Group &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#ac0033a8f7fa91e8273ea2945132c5f62">RootGroup_</a></td></tr>
<tr class="memitem:ac3ea50932c6fcfe871162aa8018f984d"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Camera &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#ac3ea50932c6fcfe871162aa8018f984d">Camera_</a></td></tr>
<tr class="memitem:a1021396316e35052ead4bb6c3a113ad5"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr<br class="typebreak"/>
&lt; osg::TextureRectangle &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a1021396316e35052ead4bb6c3a113ad5">InTexture_</a></td></tr>
<tr class="memitem:aaeb38542e3586ea754c19ee468820c4a"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr<br class="typebreak"/>
&lt; osg::TextureRectangle &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#aaeb38542e3586ea754c19ee468820c4a">OutTexture_</a></td></tr>
<tr class="memitem:abddf15ed27a188989eade38277c5a45f"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Image &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#abddf15ed27a188989eade38277c5a45f">OutImage_</a></td></tr>
<tr class="memitem:a9a7242ec9db4a73bf88c065c52055d4d"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a9a7242ec9db4a73bf88c065c52055d4d">TextureWidth_</a></td></tr>
<tr class="memitem:a747aa6938b8d64bc2a53dc9cd056adaa"><td class="memItemLeft" align="right" valign="top">int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a747aa6938b8d64bc2a53dc9cd056adaa">TextureHeight_</a></td></tr>
<tr class="memitem:a623605ec82a708712bdeb1fec30ed114"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Program &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a623605ec82a708712bdeb1fec30ed114">FragmentProgram_</a></td></tr>
<tr class="memitem:aca07d31f49db92e53a849e2ecb4b36ac"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::StateSet &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#aca07d31f49db92e53a849e2ecb4b36ac">StateSet_</a></td></tr>
<tr class="memitem:a44c7a432eb69d46253f5abf79a85ff21"><td class="memItemLeft" align="right" valign="top">osg::Matrix&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#a44c7a432eb69d46253f5abf79a85ff21">Homography_</a></td></tr>
<tr class="memitem:ab85c63bb2b34d8f35295a526646f2512"><td class="memItemLeft" align="right" valign="top">osg::ref_ptr&lt; osg::Vec3Array &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="classflitr_1_1_homography_shader_pass.html#ab85c63bb2b34d8f35295a526646f2512">QuadCoords_</a></td></tr>
</table>
<h2>Constructor &amp; Destructor Documentation</h2>
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          <td class="memname">HomographyShaderPass::HomographyShaderPass </td>
          <td>(</td>
          <td class="paramtype">osg::TextureRectangle *&#160;</td>
          <td class="paramname"><em>in_tex</em>, </td>
        </tr>
        <tr>
          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>read_back_to_CPU</em> = <code>false</code>&#160;</td>
        </tr>
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          <td></td>
          <td>)</td>
          <td></td><td></td>
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<h2>Member Function Documentation</h2>
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          <td class="memname">void HomographyShaderPass::createOutputTexture </td>
          <td>(</td>
          <td class="paramtype">bool&#160;</td>
          <td class="paramname"><em>read_back_to_CPU</em></td><td>)</td>
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          <td class="memname">osg::ref_ptr&lt;osg::TextureRectangle&gt; flitr::HomographyShaderPass::getOutputTexture </td>
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          <td class="memname">void HomographyShaderPass::setHomography </td>
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<h2>Member Data Documentation</h2>
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          <td class="memname">osg::ref_ptr&lt;osg::Camera&gt; flitr::HomographyShaderPass::Camera_</td>
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          <td class="memname">osg::ref_ptr&lt;osg::Program&gt; flitr::HomographyShaderPass::FragmentProgram_</td>
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          <td class="memname">osg::Matrix flitr::HomographyShaderPass::Homography_</td>
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          <td class="memname">osg::ref_ptr&lt;osg::TextureRectangle&gt; flitr::HomographyShaderPass::InTexture_</td>
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          <td class="memname">osg::ref_ptr&lt;osg::Image&gt; flitr::HomographyShaderPass::OutImage_</td>
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          <td class="memname">osg::ref_ptr&lt;osg::TextureRectangle&gt; flitr::HomographyShaderPass::OutTexture_</td>
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          <td class="memname">osg::ref_ptr&lt;osg::StateSet&gt; flitr::HomographyShaderPass::StateSet_</td>
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          <td class="memname">int flitr::HomographyShaderPass::TextureHeight_</td>
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<hr/>The documentation for this class was generated from the following files:<ul>
<li>include/flitr/<a class="el" href="homography__shader__pass_8h_source.html">homography_shader_pass.h</a></li>
<li>src/flitr/<a class="el" href="homography__shader__pass_8cpp.html">homography_shader_pass.cpp</a></li>
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